Why does this trigger only work in Single player?

CixxyZ

Active Member
Reaction score
7
Trigger:
  • SpawnMonstersP1
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
          • (Player 1 (Red) controller) Equal to User
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Level Equal to 7
                  • Level Equal to 14
                  • Level Equal to 21
                  • Level Equal to 28
                  • Level Equal to 35
                  • Level Equal to 42
                  • Level Equal to 49
            • Then - Actions
              • For each (Integer A) from 1 to MonsterAmount, do (Actions)
                • Loop - Actions
                  • Set TempPoint = (Center of pointA <gen>)
                  • Unit - Create 1 MonsterType[(Level - (Random integer number between 1 and 6))] for Player 11 (Dark Green) at TempPoint facing Default building facing degrees
                  • Unit Group - Add (Picked unit) to MonsterGroup[1]
                  • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation (udg_TempPoint)
                  • Set TempPoint = (Center of Inters1 <gen>)
                  • Unit - Order (Last created unit) to Move To TempPoint
                  • Custom script: call RemoveLocation (udg_TempPoint)
                  • Wait SpawnDelay game-time seconds
              • Set MonsterSpawned = True
              • Skip remaining actions
            • Else - Actions
          • For each (Integer A) from 1 to MonsterAmount, do (Actions)
            • Loop - Actions
              • Set TempPoint = (Center of pointA <gen>)
              • Unit - Create 1 MonsterType[Level] for Player 11 (Dark Green) at TempPoint facing Default building facing degrees
              • Unit Group - Add (Picked unit) to MonsterGroup[1]
              • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation (udg_TempPoint)
              • Set TempPoint = (Center of Inters1 <gen>)
              • Unit - Order (Last created unit) to Move To TempPoint
              • Custom script: call RemoveLocation (udg_TempPoint)
              • Wait SpawnDelay game-time seconds
          • Wait (SpawnDelay x 1.50) game-time seconds
          • -------- summon boss --------
          • Set MonsterSpawned = True
        • Else - Actions
          • Do nothing


+Rep if you know why. It spawns perfectly 12 units in single player, but in multiplayer of around 4 people it makes only 4 units per person.
 

Exfyre

hmm...
Reaction score
60
* (Player 1 (Red) slot status) Equal to Is playing
* (Player 1 (Red) controller) Equal to User

only for player one?
or do you have more than one trigger for this
 

CixxyZ

Active Member
Reaction score
7
works without the waits. Then there's no way to add a delay to the spawns unless I use a periodic event trigger?
 

ManyTimes

I'm so lonesome I could cry...
Reaction score
293
A solution would be create one variable for each player of type "integer", call it "loop"? Make it an array or create twelve of it...

Then use the third option for the loops (not integer A, not integer B, but integer Variable):
Code:
Actions
    For each (Integer intLoopVariablePlayer1) from 1 to 10, do (Actions)
        Loop - Actions
            Game - Display to (All players) the text: (String(intLoopVariablePlayer1))
            Wait - 2.00 game-time seconds
Do this for player 1, same for player 2... so on.

Periodic event would also work,...
I think I would have used timers for the wave units and only one trigger with nested loops...

Also; the "Do nothing" action is not required, just a waste of "time" adding it. Wc3 will do nothing if it is empty.
 
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